Absolute Annihilation 2.11 - Page 71

Absolute Annihilation 2.11

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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

/me notes that we already have the big rocket launch sound when someone launches a nuke...
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Caydr
Omnidouche
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Post by Caydr »

Hmm... I suppose I could see if it'd be possible to add a "nuclear launch detected!" voiceover to the anti-nuke firing sound. It wouldn't be any good if you weren't anywhere near the anti-nuke though.
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

or you could add it to the comm (and just the comm), so he'd be more useful; he's the nuke detector! (at least until you have antinuke)
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LordMatt
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Post by LordMatt »

Hmm... I suppose I could see if it'd be possible to add a "nuclear launch detected!" voiceover to the anti-nuke firing sound. It wouldn't be any good if you weren't anywhere near the anti-nuke though.
But can't you hear farks stopping clear across the map?
Theotherguy
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Joined: 11 Jul 2005, 02:01

Post by Theotherguy »

yes, I always find it extremely annoying when I tell a freaker or fark to guard a large unit (to repair it) and it stops every five seconds and makes an annoying sound.
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Ishach
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Post by Ishach »

Yeah thats made me completely turn off sounds.
Egarwaen
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Post by Egarwaen »

It even happens when they're guarding an Advanced Construction Bot.
KlavoHunter
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Post by KlavoHunter »

Remove Fark/Freaker sounds entirely.
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Machiosabre
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Post by Machiosabre »

KlavoHunter wrote:Remove Fark/Freaker sounds entirely.
thats just because of some change in unit sounds 2 spring versions back, they said they were gonna remove it though.
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Min3mat
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Post by Min3mat »

just stick unit reply volume off >.>
.MJJNL.
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Joined: 18 Apr 2006, 18:14

Post by .MJJNL. »

This error was never before but when i start AA 2.11 (and 2.1) when loading at creating unit textures then it crash and says: Too big unit textures 2048*2048 then when i push ok then i get this error: To many/large textures is there a way how can i fix this?
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FireCrack
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Post by FireCrack »

^You may have some extra textures floating around. Look through your directories, there should be one called unittexxtures, delete everything in it (backup if necessary)
.MJJNL.
Posts: 105
Joined: 18 Apr 2006, 18:14

Post by .MJJNL. »

oh i just did this thing: deleted everything in mods folder but not AA XTA and EE deleted everything what was in the TA:SPRING folder but not maps and mods and now i gonna reinstall everything!
.MJJNL.
Posts: 105
Joined: 18 Apr 2006, 18:14

Post by .MJJNL. »

well now i reinstalled spring and copied the maps and when i click on TASClient.exe then you see a image with TASPRING on it and LOADING but that screen takes forever to load. :cry: So i cant get the TASPRING on work
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EXit_W0und
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Post by EXit_W0und »

This has probably been mentioned before but..

Could you make bomber weapons set as command fire so they're more useful at hitting chains of targets. Bombers invariably are disposable weapons so this would allow you to get slightly more bang for the buck.
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LordMatt
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Post by LordMatt »

EXit_W0und wrote:This has probably been mentioned before but..

Could you make bomber weapons set as command fire so they're more useful at hitting chains of targets. Bombers invariably are disposable weapons so this would allow you to get slightly more bang for the buck.
+1

I miss bombers in OTA.
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KDR_11k
Game Developer
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Post by KDR_11k »

Command fire cancels the attack order after the first shot and may even seek a new target in mid burst. Also command fire doesn't stop the unit from firing automatically under certain circumstances, AFAIK. It will return fire, for example.
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EXit_W0und
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Post by EXit_W0und »

Hmm, sounds like some recoding of the weapon firing code is needed here :/
Is that why in a previous version the bombers only released one or 2 bombs?
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Cabbage
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Post by Cabbage »

I always force fire on an area with bombers, ive NEVER had problems with them attacking random targets.
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KDR_11k
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Post by KDR_11k »

If in doubt, Hold Fire works better than any tags that can be set by a mod.
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